1 | /*! |
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2 | * @file mapped_water.h |
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3 | * worldentity for flat, cool looking, mapped water |
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4 | */ |
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5 | /*! example input in .oxw file with the standard values |
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6 | <MappedWater> |
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7 | <waterpos>0,0,0</waterpos> |
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8 | <watersize>100,100</watersize> |
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9 | <wateruv>9</wateruv><!-- size of the waves --> |
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10 | <waterflow>0.08</waterflow> |
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11 | <lightpos>0,10,0</lightpos> |
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12 | <waterangle>0</waterangle> |
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13 | <normalmapscale>0.25</normalmapscale><!-- you won't see a big differnce if you change that --> |
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14 | <shininess>128</shininess><!-- the bigger the value, the smaller the specular reflection point --> |
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15 | <watercolor>0.1, 0.2, 0.4</watercolor> |
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16 | </MappedWater> |
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17 | */ |
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18 | |
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19 | |
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20 | #ifndef _MAPPED_WATER_H |
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21 | #define _MAPPED_WATER_H |
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22 | |
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23 | #include "world_entity.h" |
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24 | #include "material.h" |
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25 | #include "shader.h" |
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26 | |
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27 | |
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28 | class MappedWater : public WorldEntity |
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29 | { |
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30 | public: |
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31 | MappedWater(const TiXmlElement* root = NULL); |
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32 | virtual ~MappedWater(); |
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33 | |
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34 | void loadParams(const TiXmlElement* root); |
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35 | |
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36 | void draw() const; |
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37 | void tick(float dt); |
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38 | |
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39 | // function to prepare renderpaths for creation of refleaction and reflaction textures |
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40 | void activateReflection(); |
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41 | void deactivateReflection(); |
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42 | void activateRefraction(); |
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43 | void deactivateRefraction(); |
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44 | |
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45 | // functions to set parameters for the water, usually they're called through loadparam |
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46 | void setLightPos(float x, float y, float z) { this->lightPos = Vector(x,y,z); }; |
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47 | void setWaterPos(float x, float y, float z) { this->waterPos = Vector(x,y,z); }; |
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48 | void setWaterSize(float x, float z) { this->xWidth = x; this->zWidth = z; }; |
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49 | void setWaterAngle(float angle) { this->waterAngle = angle; }; |
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50 | void setWaterUV(float uv) { this->waterUV = uv; }; |
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51 | void setWaterFlow(float flow) { this->waterFlow = flow; }; |
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52 | void setNormalMapScale(float scale) { this->kNormalMapScale = scale; }; |
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53 | void setShininess(float shine) { this->shininess = shine; }; |
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54 | void setWaterColor(float r, float g, float b) { this->waterColor = Vector(r,g,b); }; |
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55 | |
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56 | // functions to change water parameters during runtime |
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57 | // to reset waterUV and waterFlow just use the normal set functions |
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58 | void resetWaterColor(float r, float g, float b); |
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59 | void resetShininess(float shine); |
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60 | void resetLightPos(float x, float y, float z); |
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61 | |
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62 | // fade functions |
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63 | void fadeWaterColor(float r, float g, float b, float time); |
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64 | void fadeShininess(float shine, float time); |
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65 | void fadeLightPos(float x, float y, float z, float time); |
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66 | |
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67 | private: |
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68 | void initParams(); |
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69 | void initTextures(); |
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70 | void initShaders(); |
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71 | |
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72 | private: |
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73 | Vector waterPos; //!< position of the water |
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74 | float xWidth, zWidth; //!< size of the water quad |
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75 | Vector lightPos; //!< position of the light that is used to render the reflection |
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76 | float waterAngle; //!< defines how much the water will be turned around the point waterPos |
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77 | Vector waterColor; //!< color of the water |
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78 | float move; //!< textures coords, speeds, positions for the shaded textures.... |
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79 | float move2; |
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80 | float waterUV; //!< size of the waves |
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81 | float waterFlow; //!< speed of the water |
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82 | float normalUV; |
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83 | float kNormalMapScale; |
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84 | float shininess; //!< the bigger the value, the smaller the specular reflection point |
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85 | |
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86 | int textureSize; //!< height and width of the texture |
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87 | Material mat; |
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88 | Shader* shader; |
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89 | Shader::Uniform* cam_uni; //!< uniform that is used for the camera position |
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90 | Shader::Uniform* light_uni; //!< uniform that is used for the light position |
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91 | Shader::Uniform* color_uni; //!< uniform that is used for the watercolor |
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92 | Shader::Uniform* shine_uni; //!< uniform that is used for the specular shininessd of the water |
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93 | |
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94 | |
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95 | int tempcounter; |
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96 | }; |
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97 | |
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98 | #endif |
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